Healing Spells
NAME SP SPL B EFFECT
LAY ON HAND 3 1 Y increases the LP of a group member to the maximum at most
REDUCE PANIC 5 2 Y reduces panic in a group member
ELIMINATE PANIC 15 5 Y reduces panic in all group members
REMOVE SHADOWS 8 3 Y eliminates blindness in a group member
HEAL BLINDNESS 20 8 Y cures blindness in all group members
RELIEVE PAIN 15 5 Y relieves pain for a group member
CURE DISEASE 20 10 Y cures the group of diseases
MINOR HEALING 15 5 Y increases the LP of a group member to the maximum at most
CURE POISON 15 10 Y cures a group member of poisoning
NEUTRALIZE POISON 25 12 Y neutralises the poisoning of the group
MEDIUM HEALING 50 15 Y increases the LP of a group member to the maximum at most
EXPEL UNDEAD 15 10 Y expels undead adversaries
DESTROY UNDEAD 50 15 Y destroys some undead adversaries
SACRED WORD 100 20 Y destroys all undead adversaries
ROUSE DEAD 100 15 N rouses a group member from the dead
CONVERT ASH 150 20 N rouses a burnt group member from the dead
CONVERT DUST 250 25 N rouses a destroyed group member from the dead
MAJOR HEALING 100 30 Y increases the LP of a group member to the maximum at most
MASS HEALING 150 20 Y increases the LP of all group members to the maximum at most
REVIVAL 250 30 N sets the LP value of all group members to the maximum
RELEAVE STIFFNESS 15 5 Y relieves stiffness in a group member
HEAL PARALYSIS 30 10 Y eliminates paralysis in all group members
HEAL AGING 50 12 N reduces unnatural aging in a group member
STOP AGING 100 15 N stops unnatural aging in all group members
STONE TO FLESH 250 20 N saves a group member from being turned to stone
ROUSE 10 5 Y rouses a group member from unnatural sleep
ELIMINATE CONFUSION 10 5 Y eliminates confusion in a group member
NEUTRALIZE DRUGS 25 10 N neutralises the effect of drugs on a group member
CURE MADNESS 100 15 N cures paranoia for a group member
STRENGTHEN PERSEVERANCE 50 15 Y increases the perseverance of a group member

 

Alchemy Spells
NAME SP SPL B EFFECT
LOAD OBJECT 250 20 N positive: Magic object is loaded again
negative: Object is destroyed
LIGHT 5 2 N  
MAGIC TORCH 10 5 N produces magic light
MAGIC LANTERN 25 10 N produces magic light
SIMULATED SUN 50 15 N produces magic light
GHOST WEAPON 10 5 Y harms a hostile monster
PRODUCE RATIONS 25 10 N produces rations for each group member
REMOVE CURSE 100 20 N removes a curse from an object
MOVE 20 5 Y moves a group member to a new position in the battle
JUMP 50 10 N teleports the group in the direction they are looking
ESCAPE 50 15 N allows the group to escape without losses
WORD OF THE MARK 150 20 N marks a location as the target for the word of return
WORD OF RETURN 250 20 N moves the group to the location marked with the word of the mark
MAGIC SHIELD 15 10 Y increases the group's defence capabilities
MAGIC WALL 30 15 Y increases the group's defence capabilities
MAGIC BARRIER 50 20 Y increases the group's defence capabilities
MAGIC WEAPON 15 10 Y increases the group's attack capabilities
MAGIC ATTACK 30 15 Y increases the group's attack capabilities
MAGIC ASSAULT 50 20 Y increases the group's assault capabilities
LEVITATION 25 10 N allows the group to hover through trapdoors
ANTI-MAGIC WALL 25 5 Y protects the group from magic
ANTI-MAGIC GLOBE 50 15 Y protects the group from magic
ALCHEMISTIC GLOBE 250 25 N produces magic light, increases the group's attack and defence capabilities and protects the group from magic
HASTEN 25 5 Y increases the speed of a group member for one round of the battle
HASTEN ALL 50 10 Y increases the speed of all group members for one round of the battle
REPAIR OBJECT 100 15 N positive: Repairs an object
negative: Object is destroyed
COPY OBJECT 250 25 N positive: Copies an object
negative: Object is destroyed
LP THIEF 25 5 Y steals LP from adversaries depending on the level of the character involved
SP SUCKER 25 5 Y sucks SP from an adversary depending on the level of the character involved

 

Mystic Spells
NAME SP SPL B EFFECT
KNOW MONSTER   50 N determines the details of a hostile monster
IDENTIFICATION   50 N examines and identifies an object
KNOW   15 N makes the group clairvoyant
CLAIRVOYANCE   30 N makes the group clairvoyant
SEE TRUTH   60 N makes the group clairvoyant
DRAW MAP   50 Y draws a magic map
MAGIC COMPASS   5 N gives the group a magic compass
FIND TRAPS   25 N draws all traps on the map in 3-D
FIND MONSTER   25 Y draws all monsters on the map in 3-D areas
FIND PEOPLE   25 N draws all people on the map in 3-D
FIND SECRET DOORS   25 N draws all hidden doors on the map in 3-D
MYSTIC MAPPING   100 N completes the map with all details in 3-D
MYSTIC MAP I   25 N draws a mystic map with all traps, monsters, people and secret doors in 3-D
MYSTIC MAP II   35 Y draws a mystic map with all traps, monsters, people and secret doors in 3-D
MYSTIC MAP III   45 Y draws a mystic map with all traps, monsters, people and secret doors in 3-D
MYSTIC GLOBE   250 Y makes the group clairvoyant and produces a mystic map in 3-D

 

Destruction Spells
NAME SP SPL B EFFECT
MAGIC BULLET 5 5 Y reduces the LP of an adversary depending on the level the character involved
MAGIC ARROW 15 10 Y reduces the LP of some adversaries depending on the level the characters involved
PARALYZE 10 5 Y paralyzes an adversary
POISON 15 5 Y poisons an adversary
PETRIFY 60 5 Y petrifies an adversary
DISEASE 15 5 Y infects an adversary with a disease
AGE 15 5 Y allows an adversary to age unnaturally
CONFUSION 10 5 Y confuses an adversary
MADNESS 30 10 Y makes an adversary paranoid
SLEEP 15 10 Y allows an adversary to fall asleep
FEAR 50 10 Y makes an adversary panic
BLINDING 15 10 Y blinds an adversary
DISSOLVE OPPONENT 250 25 Y turns an adversary into dust
CATAPULT 8 1 Y reduces the LP of an adversary
ROCK FALL 15 5 Y reduces the LP of an adversary
LANDSLIDE 20 10 Y reduces the LP of some adversaries
EARTHQUAKE 30 15 Y reduces the LP of all adversaries
HURRICANE 12 5 Y reduces the LP of an adversary
TYPHOON 25 10 Y reduces the LP of an adversary
THUNDERCLAP 35 15 Y reduces the LP of some adversaries
WHIRLWIND 50 20 Y reduces the LP of all adversaries
FLAME-THROWER 25 10 Y reduces the LP of an adversary
FIREBALL 60 15 Y reduces the LP of an adversary
FIRE STORM 80 20 Y reduces the LP of some adversaries
COLUMN OF FIRE 120 25 Y reduces the LP of all adversaries
WATERFALL 50 15 Y reduces the LP of an adversary
ICE BALL 100 20 Y reduces the LP of an adversary
ICE STORM 150 25 Y reduces the LP of some adversaries
ICE SHOWER 200 30 Y reduces the LP of all adversaries